hand_mc.gotgood_mc.gotoAndPlay(2);
}
private function init():void{
_grade = 0;
displayGrade_txt.text = "0";
start_btn.addEventListener(MouseEvent.CLICK,startGame);
}
private function startGame(event:MouseEvent):void {
trace("开始游戏!");
out_btn.visible = true;
out_btn.addEventListener(MouseEvent.CLICK,outGame);
_timer =new Timer(500,0);
_timer.addEventListener(TimerEvent.TIMER,copy);
_timer.start();
start_btn.visible =false;
}
(9) copy()侦听器函数中,创建“喜鹊”对象,设置1到11之间的随机数作为其随机速度值,如第70行代码所示。统一设置其y坐标为舞台底部位置,x坐标为随机舞台宽度值,如第71、72行代码所示。将创建的“喜鹊”对象统一添加到content_mc容器中,并注册ROLL_OVER和ENTER_FRAME事件侦听。当用户移动鼠标指针经过“喜鹊”对象时,便会调用downHandler()侦听器函数,清除其事件侦听和清除该对象本身,如第81到85行代码所示,同时也调用refreshGrade()方法累加计算用户抓到的“喜鹊”数量。removeDrop()函数只是判断“喜鹊”对象是否运动到舞台顶部,当运动到舞台顶部时,清除“喜鹊”对象的事件侦听和其本身,如第95到100行代码所示。
AS3代码
复制代码
private function copy(event:TimerEvent) {
var mc = new Fly(Math.random() * 10 + 1);
mc.x = Math.random() * this.stageW;
mc.y = this.stageH;
content_mc.addChild(mc);
mc.addEventListener(MouseEvent.ROLL_OVER, downHandler);
mc.addEventListener(Event.ENTER_FRAME, removeDrop);
}
private function downHandler(event:MouseEvent) {
var mc = event.target;
mc.removeTimerHandler();
mc.removeEventListener(MouseEvent.MOUSE_DOWN, downHandler);
mc.removeEventListener(Event.ENTER_FRAME, removeDrop);
content_mc.removeChild(mc);
//refreshGrade(mc.flySpeed);//还可以通过扩展refreshGrade方法,按不同速度得分
refreshGrade();//按数量
}
private function removeDrop(event:Event) {
var _mc:MovieClip = event.target as MovieClip;
if (_mc.y <= 0) {
_mc.removeTimerHandler();
_mc.removeEventListener(MouseEvent.MOUSE_DOWN, downHandler);
_mc.removeEventListener(Event.ENTER_FRAME, removeDrop);
content_mc.removeChild(_mc);
}
}
public function refreshGrade(grade:Number = 1):void {










